I mean, I may never find time to learn all the stuff about graphical modding, but if you explain to me how I use _all_ DO heads I will be very greatful. I have plans for a wood elf campaign and would gladly use elf king, countess, Altdorf's green mage (what was his name?) and other heads in battles and also substitute Morgan's head in campaign talks.

And if Olly or someone throws me a couple of custom elvish heads made of Elrod and/or Galed, I will swoon in extasy )pretty please with sugar on top

I mean, I may never find time to learn all the stuff about graphical modding, but if you explain to me how I use _all_ DO heads I will be very greatful. I have plans for a wood elf campaign and would gladly use elf king, countess, Altdorf's green mage (what was his name?) and other heads in battles and also substitute Morgan's head in campaign talks.

And if Olly or someone throws me a couple of custom elvish heads made of Elrod and/or Galed, I will swoon in extasy )pretty please with sugar on top

i dont have 3d model for wood elves head but i have all extracted bmp from age of wonder 1 and 2

1) Create a trace.txt in C:\Program Files (x86)\Dark Omen\PRG_ENG that will record all files and their path locations as the game is being played. Edit whmtg.txt to replace Morgan's Head with Orion's head (id=130) in the talking head cut scenes and play the game, to allow trace.txt to display which head and textures are used for Orion.

Orion uses head 28.m3d Vampiress head VC_HEAD.tga according to this list ->

So create a new Texture folder in C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Meshes and copy VA_HEAD.BMP and rename to VC_HEAD.tga to allow Blender to successfully import 28.m3d. With Blender's UV mapping, replace the VC_HEAD.tga texture with a renamed copy of OR_HEAD.bmp called ON_HEAD.bmp in C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Textures so we are using our own new custom texture. Save the Blender file as ON.blend and export as ON.m3d back into C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Meshes and make a copy of it named 64.m3d and paste into the Wood Elves Portrait Meshes folder.

Make more new textures called ON_HEADI, ON_DEATH, ON_BITS, ON_BITSI and ON_BODY based on original OR_ .bmp files (add blood for injured and Death textures) and paste them also into Wood Elves Portrait Textures C:\Program Files (x86)\Dark Omen\Mods\Wood Elves\Graphics\PORTRAIT\Textures

2) With the new Head and textures ready, edit Wood Elves Portrait Script HEADS.DB in a HEX Editor like HxD. Increase the 1st byte 3F by 1 in HEX so = 40 (64 in decimal as there were 63 (3F) originals).

3) Copy the block that starts with OR and ends at NG and paste it at the end of the file. Now we have copied another Orion Head into the database, change the new OR to ON and the 3rd byte to 06 for animation sequence and then copy the section of the MB block and overwrite the last section of the ON block after the mouth and eyes position blocks

4) Amend the Wood Elves Mod PLYR_ALL.ARM and every mercenary 1pbat MRC.ARM file in WH32Edit to set Morgan to use Portrait = xslot Portrait 00 which assigns new 64.m3d head (a renamed copy of ON.m3d that knows to use the new ON_HEAD.bmp texture - open .m3d file with notepad to see that Blender set it to use that texture). The modified Database Heads.DB with its new Head ON block contains data to set the animation type and Body and position of mouth & eyes textures.

Now we have deciphered all Head.DB block bytes we found a fix for the Extra Heads Mod which is to give them all Animation & Seq = 06 01 the same as Morgan, to avoid the injured /death crashes. Also their textures needed tweaking for 3d using Irfan viewer (export colour palette of their original Head.bmp and import into their injured and death new .bmp files, so the black is not see through)

To test new 3d Head in Talking cutscene edit WHTMG.txt script and scroll half way down to change all the 0 for Morgan's Head to 63 for new Head ->

Interestingly Morgan (with new Orion Head) fled and lost the battle so appears injured on screen, we guess the head data for battle and cutscene is shared and is not reset after battle. Ghabry further mentioned you can also force an injured face. Remember Volkmar that mage with the green coat and that scene with book, afterwards he has an injured head. So will inspect that scene in WHTMG.txt

Working on adding all Shadow of the Horned Rat Dwarfs into Dark Omen, starting with Gotrek to fight the new Skaven, Dark Elves & Giant. It was a shame that his original portrait was only side on, as I had to piece him back together to face forwards.

Tis awesome When you think the heads are 100% ready - i.e. you are not able to improve them any further - share them and I will try to insert skaven and dwarven heads in my Wood Elf and Dwarf campaigns if I have not forgotten how to do it yet